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Hello everyone,
I have a strange problem with waterMaterial in my scene, its hard to reproduce it in a playground so here are images :
The problem is that the reflection part of the water becomes suddenly opaque. The ground becomes no more visible at some frontier (along x axis on this image).
I made a video to make it more clear, focus on the transparency of the water :
babylonjs.webm
I don't know how to fix this 😕 Any idea ?

I use the waterMaterial. Is it possible to have a skybox used in water reflection, but which is not visible to camera ? (I want a color plain background).
Erf, by writing this post I found a solution I still submit topic in case someone want find answer one day :
You just have to create another smaller skybox, and don't push it to reflection renderList... http://www.babylonjs-playground.com/#1SLLOJ#275
Maybe more optimised solution ?

I love BABYLON , I encounter a troble about waterMaterial.It often appear some black edges at some angle of camera.
I can't find what cause it.
lights: there are two lights ,hem and point. but the waterMaterial still black when I adjust the lights
camera: arcRotate,target is (0,0,0),and the bigger the beta ,the darker the water
renderList:[skybox]

I need to make a water ripple effect in Phaser with Phaser animation. Yes I will create spritesheet but how to
achieve it without doing too much?
I can draw with Inkscape? Is there some filter or tool I can use to draw this in inkscape?
Or should I just redraw thin ellipses on update event?

Hi,
I'm using the brilling water material and would like to change a couple of things:
- Specular highlights are currently black near horizon, and I'd like to change them to white as it would look more natural.
- Use either an alpha falloff or a different mesh (more like a curved disk) as a surface, as using a plane makes horizon square.
Would appreciate any suggestions.
P.S. The water materials works great on my veteran iPhone 5s. No slowdowns!

Has anyone achieved water in their game with phaser? How could it be done? Is it possible for waves to form/it able to drain out and stuff, and what about collisions? Can you detect collisions with water/liquid in Phaser? I know it's like 3-4 questions in one! I searched a couple times for this in the forum and didn't see anything on this. Hopefully some good responses, I'd love to incorporate water into a game and do some things like Ecco the Dolphin or Sonic games did.

We are currently exploring the possibilities of using the babylon water shader (found here:https://doc.babylonjs.com/extensions/Water ) in one of our projects. However were running into weird issues with the lighting and/or specular properties of the babylon standard shader in our scenes when we activate it. Was kind of frustrating because we spent all day thinking we messed up the rest of our scene, and then we found out it was something in the water shader script itself.
To demonstrate the issue, we created a super pared down version of the babylon scene to test with. We created a brand new babylon scene that has a ground plane with a BJS standard shader assigned to it. Then we also created a directional light, not casting any shadows.
Also, in our index.html file, we are loading the following scripts:
<!-- build:js js/vendor.js -->
<script type="text/javascript" src="scripts/jquery-2.2.3.min.js"></script>
<script type="text/javascript" src="scripts/mobilecheck.js"></script>
<script type="text/javascript" src="scripts/state-machine.min.js"></script>
<script type="text/javascript" src="scripts/babylon.max.js"></script>
<script type="text/javascript" src="scripts/math.min.js"></script>
<script type="text/javascript" src="scripts/hand.js"></script>
<script type="text/javascript" src="scripts/HelperFunctions.js"></script>
<script type="text/javascript" src="scripts/Player.js"></script>
<script type="text/javascript" src="scripts/main.js"></script>
<!-- endbuild -->
The result looks like this:
Which is what I would expect. However, when I add this line to the HTML to enable the water shader:
<script type="text/javascript" src="scripts/babylon.waterMaterial.js"></script>
Then I get this result:
You can see the material and/or light is now blown out. (And i haven't even called anything in the new JS script yet). So my thinking is maybe there is something in waterMaterial.js that is changing how the light and/or standard shader behaves? Any BJS folk that can shed some light on this?
thanks!

Hello,
I'd like to add water drops on the camera lens as an effect. How can it be done?
Moving drops would be nice, but static is more than enough
This screenshot should explain my goal
RiptideGP: http://prnt.sc/byopvq
Thanks for every answer, Simon

https://youtu.be/1LDKRRnbAwo This is for my upcoming browser-based RTS game "Feudal Wars." Website: feudalwars.net. Subscribe for dev updates here. The actual water animation was a sinch with masks and Phaser tilesprites. Writing the code for placing the beaches was a real bitch though. I'll write a detailed tutorial on my dev blog if anyone is interested.

Hi guys! I'm working on realistic ocean simulation for a browser game at the moment. The best known way to simulate ocean waves is Jerry Tessendorf's method with statistical model. I won't paste any formulas here for simplification, so here is core problem: calculations are expensive and I don't want to compute water heightmap by CPU in browser because the algorithm may be paralleled very well and GPU is able to compute the grid much faster. Is there any way to use GPU computing from babylon.js? I'm thinking about using shader with texture renderTarget to generate heightmap and then use the results in physics simulation in javascript and pass it to the shader material for rendering water surface. Is it worth or not? Can anyone suggest any other methods? Thanks!

I used phaser 2.0.3 to make this game for April's theme for onegameamonth.com (#1gam). Extremely simple and sort of clunky, but "finished". Just drag the rain droplets around. You can protect the flame or extinguish it and there is a button below the game to relight the flame. The game can be found HERE With a post about it at: http://www.makingvsplaying.com/second-1gam/

How do I desired deceleration of the object in motion? Suppose when the object is in the water acts on it slowing. I tried to do velocity * 0.99. Slowing down there, but got out a lot of bugs. Now do so:this.obj.rotation = game.physics.arcade.moveToXY(this.obj, this.pointer.x, this.pointer.y, this.speed, 200);How do I make braking object? I've already rummaged

Hello everybody, I thought I would share my latest game. This was an attempt to create something old-school which might have a market in fledgling html5 portals but with a modern, sleek revision. What I came up with feels quite good and is definitely a mile-stone in my work, so I thought I would share it. Platforms: Desktop and Mobile Controls: Mouse/Touch >>Play<< Thoughts, etc. are appreciated. If you'd like to see more of my work, my portfolio can be found here: www.creativeinkgames.com/games. Ryan

Hey all, Been messing around with some water effects. I really liked the 2.5D water effects in The Cave and wanted to see if I could get something similar in 2d, without all the baggage of Box2D. Just click or touch the screen to get the effect: http://tysonross.com/temp/waves/index.html Works pretty good on iOS and Android. Thinking of making it a snippet for Cocos2d-html5 or something I followed this tutorial. http://gamedev.tutsplus.com/tutorials/implementation/make-a-splash-with-2d-water-effects/ -Tys